EDBT 2026 Demo / reviewers in the wild / expert
Josh Andres
dblp:170/1116 · also Josh Andrés
· DBLP profile ↗
27ranked-venue papers
6as first author
17since 2021 · last 2025
0000-0001-5882-3139ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 25 · 5 first-author · 16 since 2021Artificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | LumaDreams: Designing Positive Dream Meaning-Making for Daily Empowerment
Bolin Lyu, Zhuying Li 0001, Pengcheng An, Josh Andres |
CHI | 4 |
| 2025 | A Scenario-Based Design Pack for Exploring Multimodal Human-GenAI RelationsabstractGenerative AI technologies are reshaping everyday environments by enabling multimodal interaction. As their ubiquity and agentic capacities grow, there is a pressing need to understand how these systems reshape human–computer interaction in relational, social, and systemic terms. We introduce a scenario-based design pack for investigating Human–GenAI relations. Grounded in assemblage theory and structured around a three-stage process—Prepare, Make, Reflect—the pack supports the prototyping, analysis, and critical reflection of emergent sociotechnical configurations. We evaluated the pack across three deployments: an ACM workshop (n=22), a multidisciplinary design session (n=20), and a university HCI class (n=260). Participants generated scenarios that surfaced relational issues of power, agency, visibility, and care. We contribute the design pack alongside an exploratory framework to advance relational enquiry into multimodal Human–GenAI relations, support more inclusive and socially responsive GenAI practices, and complement FATE approaches by grounding fairness, accountability, and transparency in lived, multimodal configurations. Josh Andres, Chris Danta, Andrea Bianchi, Sahar Farzanfar, Gloria Fernández-Nieto, Alexa Becker, Tara Capel, Frances Liddell, Shelby Hagemann, Ned Cooper, Sungyeon Hong, Eduardo Benítez Sandoval, Anna Brynskov, Hubert Dariusz Zajac, Zhuying Li 0001, Tianyi Zhang 0012, Arngeir Berge |
ICMI | 1 |
| 2025 | Taking inspiration from becoming "one with a bike" to design human-computer integrationabstract1. Within HCI, there appears to be an interest in the human-computer integration paradigm (Farooq & Grudin, 2016; Grudin et al., 2018; Mueller et al., 2020), wherein computer and user form a close ... Florian 'Floyd' Mueller, Jürg von Känel, Jonathan Duckworth, Josh Andres |
Hum. Comput. Interact. | 4 |
| 2024 | Grand challenges in CyclingHCIabstractCycling Human-Computer Interaction (CyclingHCI) refers to the study and design of user interfaces and interactions between bicycles and riders in the context of cycling-related experiences. To date, however, there has yet to be a structured agenda for CyclingHCI to clarify the immediate challenges researchers should address next and facilitate the advancement of the field. We, three CyclingHCI researchers who collectively designed, developed, evaluated 18 CyclingHCI projects, reflected on our experiences to derive 10 grand challenges that we articulate with design opportunities and considerations grouped into: (1) Pushing the technological boundaries for cycling, (2) Understanding and protecting cyclists, and (3) Spatially situated cycling interaction. Our findings provide practical implications for research and practice in CyclingHCI, with which we aim to enrich the cycling experience through the safe integration of technology. Andrii Matviienko, Josh Andres, Florian 'Floyd' Mueller |
Conference on Designing Interactive Systems | 2 |
| 2024 | On the Design and Study of an Installation for Office Workers to Amplify Temporal Diversity and Connection to Nature
Josh Andres, Rodolfo Ocampo, Hannah R. Feldman, Louisa Shen, Charlton Hill, Caroline Pegram, Adrian Schmidt, Justin Shave, Brendan Wright |
ICCC | 1 |
| 2024 | "Should I Introduce myself?": Asynchronous semi-guided professional introductions for enhanced perceived team effectiveness in new virtual dyadic teamsabstractAchieving effective collaboration and trust has been shown to be harder for virtual vs. in-person teams. Related work has confirmed that introductions are a key mechanism to form trust in newly-formed teams. The rise of remote work necessitated by the COVID-19 pandemic highlighted the need for accelerating the development of effective collaboration in virtual teams. In response to this need, based on the research around introductions and trust in team settings, we have developed a novel approach for virtual introductions. This is what we term as asynchronous, semi-guided, professional introductions. Participants pre-record an introduction that uses a set of professionally-focused questions and watch these introductions prior to the meeting. Our study examines the impact of these introductions on virtual teams in three conditions: video, text, and no introduction. In this study, we used the Team Diagnostic Survey post-task completion to assess team effectiveness and interpersonal processes of 28 dyads. Thematic coding was used to collect dyads’ experience and engagement. The introduction conditions demonstrated significantly improved collaboration, effectiveness, and engagement amongst participants. Notably, the video condition was particularly well-received by participants and resulted in higher levels of engagement and effectiveness compared to the text and no introduction conditions. Ultimately, the use of these introductions led to a marked increase in trust and collaboration amongst participants. We reflect on the effects of this finding in the mainstream and propose further research to support newly-formed virtual dyadic teams to increase team effectiveness. This study contributes to the existing literature by introducing a novel asynchronous, semi-guided approach to virtual dyadic team introductions, offering insights crucial for contemporary remote work dynamics. George Catalin Muresan, Sebastian Mititelu, Josh Andres, m. c. schraefel |
Int. J. Hum. Comput. Stud. | 3 |
| 2024 | Corrigendum to '"Should I Introduce myself?": Asynchronous Semi-Guided Professional Introductions for Enhanced Perceived Team Effectiveness in New Virtual Dyadic Teams' [International Journal of Human - Computer Studies, Vol. 188 (2024) 103279]
George Catalin Muresan, Sebastian Mititelu, Josh Andres, m. c. schraefel |
Int. J. Hum. Comput. Stud. | 3 |
| 2023 | Fused Spectatorship: Designing Bodily Experiences Where Spectators Become PlayersabstractSpectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences. Rakesh Patibanda, Aryan Saini, Nathalie Overdevest, Maria Fernanda Montoya, Xiang Li 0101, Yuzheng Chen, Shreyas Nisal, Josh Andres, Jarrod Knibbe, Elise van den Hoven, Florian 'Floyd' Mueller |
Proc. ACM Hum. Comput. Interact. | 8 |
| 2023 | A Design Framework for Ingestible PlayabstractIngestible sensors have become smaller and more powerful and allow us to envisage new human-computer interactions and bodily play experiences inside our bodies. Users can swallow ingestible sensors, which facilitate interior body sensing functions that provide data on which play experiences can be built. We call bodily play that uses ingestible sensors as play technologies “ingestible play”, and we have adopted a research-through-design (RtD) approach to investigate three prototypes. For each prototype, we conducted a field study to understand the player experiences. Based upon these results and practical design experiences, we have developed a design framework for ingestible play. We hope this work can guide the future design of ingestible play; inspire the design of play technologies inside the human body to expand the current bodily play design space; and ultimately extend our understanding of how to design for the human body by considering the bodily experience of one’s interior body. Zhuying Li 0001, Yan Wang 0057, Josh Andres, Nathan Arthur Semertzidis, Stefan Greuter, Florian 'Floyd' Mueller |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2023 | Toward Understanding the Design of Intertwined Human-Computer IntegrationsabstractHuman–computer integration is an HCI trend in which computational machines can have agency, i.e., take control. Our work focuses on a particular form of integration in which the user and the computational machine share agency over the user's body, that is, can simultaneously (in contrast to a traditional turn-taking approach) control the user's body. The result is a user experience where the agency of the user and the computational machine is so intertwined that it is often no more discernable who contributed what to what extent; we call this “intertwined integration”. Due to the recency of advanced technologies enabling intertwined integration systems, we find that little understanding and documented design knowledge exist. To begin constructing such an understanding, we use three case studies to propose two key dimensions (“awareness of machine's agency” and “alignment of machine's agency”) to articulate a design space for intertwined integration systems. We differentiate four roles that computational machines can assume in this design space (angel, butler, influencer, and adversary). Based on our craft knowledge gained through designing such intertwined integration systems, we discuss strategies to help designers create future systems. Ultimately, we aim at advancing the HCI field's emerging understanding of sharing agency. Florian 'Floyd' Mueller, Nathan Arthur Semertzidis, Josh Andres, Joe Marshall, Steve Benford, Xiang Li 0101, Louise Petersen Matjeka, Yash Dhanpal Mehta |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2022 | Logic Bonbon: Exploring Food as Computational ArtifactabstractIn recognition of food's significant experiential pleasures, culinary practitioners and designers are increasingly exploring novel combinations of computing technologies and food. However, despite much creative endeavors, proposals and prototypes have so far largely maintained a traditional divide, treating food and technology as separate entities. In contrast, we present a “Research through Design” exploration of the notion of food as computational artifact: wherein food itself is the material of computation. We describe the Logic Bonbon, a dessert that can hydrodynamically regulate its flavor via a fluidic logic system. Through a study of experiencing the Logic Bonbon and reflection on our design practice, we offer a provisional account of how food as computational artifact can mediate new interactions through a novel approach to food-computation integration, that promotes an enriched future of Human-Food Interaction. Jialin Deng, Patrick Olivier, Josh Andres, Kirsten Ellis, Ryan Wee, Florian 'Floyd' Mueller |
CHI | 3 |
| 2022 | Integrated Exertion - Understanding the Design of Human-Computer Integration in an Exertion ContextabstractHuman–computer interaction (HCI) is increasingly interested in supporting exertion experiences so more people can benefit from physical activity. So far, most systems have focused on sensing and presenting information to the user via screens to support the exertion experience. Interestingly, emerging technology can also act on the exerting user's body based on sensed information, granting researchers the potential to develop technology that not only “presents” but also “acts” on information throughout an integrated exertion experience. As a result, design opportunities surrounding computing machinery as contextually aware exertion partners are now available. However, there are currently no frameworks to guide the design of human–computer integration in an exertion context. To contribute to closing this gap, we designed three eBike systems to investigate different forms of integration with the exerting user and we studied the resulting user experiences. Based on the results of these three case studies, we present the first framework, including associated design tactics, to offer guidance on how to design human–computer integration in an exertion context. Josh Andres, Nathan Arthur Semertzidis, Zhuying Li 0001, Yan Wang 0057, Florian 'Floyd' Mueller |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2021 | Limited Control Over the Body as Intriguing Play Design ResourceabstractInterest in combining interactive play and the human body, using “bodily play” systems, is increasing. While these systems primarily prioritize a player's control over their bodily actions, we see intriguing possibilities in the pursuit of “limited control over the body” as an intriguing design resource for bodily play systems. In this paper, we use three of our bodily play systems to illustrate how designers can engage with limited control over the body by varying the player's degree of indirect control (for instance, via other bodily activity and external triggers). We also propose four strategies for employing limited control over the body: Exploration, Reflection, Learning and Embracement. We hope our own work and the strategies developed from it will assist designers to employ limited control over the body, ultimately helping people benefit from engaging their bodies through play. Florian 'Floyd' Mueller, Rakesh Patibanda, Richard Byrne 0001, Zhuying Li 0001, Yan Wang 0057, Josh Andres, Xiang Li 0101, Jonathan Marquez, Stefan Greuter, Jonathan Duckworth, Joe Marshall |
CHI | 6 |
| 2021 | Designing Ground Truth and the Social Life of LabelsabstractGround-truth labeling is an important activity in machine learning. Many studies have examined how crowdworkers apply labels to records in machine learning datasets. However, there have been few studies that have examined the work of domain experts when their knowledge and expertise are needed to apply labels. Michael J. Muller, Christine T. Wolf, Josh Andres, Michael Desmond, Narendra Nath Joshi, Zahra Ashktorab, Aabhas Sharma, Kristina Brimijoin, Evelyn Duesterwald, Casey Dugan |
CHI | 3 |
| 2021 | AutoDS: Towards Human-Centered Automation of Data ScienceabstractData science (DS) projects often follow a lifecycle that consists of laborious tasks for data scientists and domain experts (e.g., data exploration, model training, etc.). Only till recently, machine learning(ML) researchers have developed promising automation techniques to aid data workers in these tasks. This paper introduces AutoDS, an automated machine learning (AutoML) system that aims to leverage the latest ML automation techniques to support data science projects. Data workers only need to upload their dataset, then the system can automatically suggest ML configurations, preprocess data, select algorithm, and train the model. These suggestions are presented to the user via a web-based graphical user interface and a notebook-based programming user interface. Our goal is to offer a systematic investigation of user interaction and perceptions of using an AutoDS system in solving a data science task. We studied AutoDS with 30 professional data scientists, where one group used AutoDS, and the other did not, to complete a data science project. As expected, AutoDS improves productivity; Yet surprisingly, we find that the models produced by the AutoDS group have higher quality and less errors, but lower human confidence scores. We reflect on the findings by presenting design implications for incorporating automation techniques into human work in the data science lifecycle. Dakuo Wang, Josh Andres, Justin D. Weisz, Erick Oduor, Casey Dugan |
CHI | 2 |
| 2021 | Towards understanding the design of bodily integration
Florian 'Floyd' Mueller, Pedro Lopes 0001, Josh Andres, Richard Byrne 0001, Nathan Arthur Semertzidis, Zhuying Li 0001, Jarrod Knibbe, Stefan Greuter |
Int. J. Hum. Comput. Stud. | 3 |
| 2021 | AI-Assisted Human Labeling: Batching for Efficiency without OverrelianceabstractHuman labeling of training data is often a time-consuming, expensive part of machine learning. In this paper, we study "batch labeling", an AI-assisted UX paradigm, that aids data labelers by allowing a single labeling action to apply to multiple records. We ran a large scale study on Mechanical Turk with 156 participants to investigate labeler-AI-batching system interaction. We investigate the efficacy of the system when compared to a single-item labeling interface (i.e., labeling one record at-a-time), and evaluate the impact of batch labeling on accuracy and time. We further investigate the impact of AI algorithm quality and its effects on the labelers' overreliance, as well as potential mechanisms for mitigating it. Our work offers implications for the design of batch labeling systems and for work practices focusing on labeler-AI-batching system interaction. Zahra Ashktorab, Michael Desmond, Josh Andres, Michael J. Muller, Narendra Nath Joshi, Michelle Brachman, Aabhas Sharma, Kristina Brimijoin, Christine T. Wolf, Evelyn Duesterwald, Casey Dugan, Werner Geyer, Darrell Reimer |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2020 | Introducing Peripheral Awareness as a Neurological State for Human-computer IntegrationabstractIn this work we introduce peripheral awareness as a neurological state for real-time human-computer integration, where the human is assisted by a computer to interact with the world. Changes to the field of view in peripheral awareness have been linked with quality of human performance. This instinctive narrowing of vision that occurs as a threat is perceived has implications in activities that benefit from the user having a wide field of view, such as cycling to navigate the environment. We present "Ena", a novel EEG-eBike system that draws from the user's neural activity to determine when the user is in a state of peripheral awareness to regulate engine support. A study with 20 participants revealed various themes and tactics suggesting that peripheral awareness as a neurological state is viable to align human-machine integration with internal bodily processes. Ena suggests that our work facilitates a safe and enjoyable human-computer integration experience. Josh Andres, m. c. schraefel, Nathan Arthur Semertzidis, Brahmi Dwivedi, Yutika C. Kulwe, Jürg von Känel, Florian 'Floyd' Mueller |
CHI | 1 |
| 2020 | Neo-Noumena: Augmenting Emotion CommunicationabstractThe subjective experience of emotion is notoriously difficult to interpersonally communicate. We believe that technology can challenge this notion through the design of neuroresponsive systems for interpersonal communication. We explore this through "Neo-Noumena", a communicative neuroresponsive system that uses brain-computer interfacing and artificial intelligence to read one's emotional states and dynamically represent them to others in mixed reality through two head-mounted displays. In our study five participant pairs were given Neo-Noumena for three days, using the system freely. Measures of emotional competence demonstrated a statistically significant increase in participants' ability to interpersonally regulate emotions. Furthermore, participant interviews revealed themes regarding Spatiotemporal Actualization, Objective Representation, and Preternatural Transmission. We also suggest design strategies for future augmented emotion communication systems. We intend that work gives guidance towards a future in which our ability to interpersonally communicate emotion is augmented beyond traditional experience. Nathan Arthur Semertzidis, Michaela Scary, Josh Andres, Brahmi Dwivedi, Yutika C. Kulwe, Fabio Zambetta, Florian 'Floyd' Mueller |
CHI | 3 |
| 2020 | AutoAIViz: opening the blackbox of automated artificial intelligence with conditional parallel coordinatesabstractArtificial Intelligence (AI) can now automate the algorithm selection, feature engineering, and hyperparameter tuning steps in a machine learning workflow. Commonly known as AutoML or AutoAI, these technologies aim to relieve data scientists from the tedious manual work. However, today's AutoAI systems often present only limited to no information about the process of how they select and generate model results. Thus, users often do not understand the process, neither do they trust the outputs. In this short paper, we provide a first user evaluation by 10 data scientists of an experimental system, AutoAIViz, that aims to visualize AutoAI's model generation process. We find that the proposed system helps users to complete the data science tasks, and increases their understanding, toward the goal of increasing trust in the AutoAI system. Daniel Karl I. Weidele, Justin D. Weisz, Erick Oduor, Michael J. Muller, Josh Andres, Alexander G. Gray, Dakuo Wang |
IUI | 5 |
| 2020 | Future InBodied: A Framework for Inbodied Interaction DesignabstractInbodied interaction is an emerging area in HCI that aligns how the body performs internally with our designs to support and optimise human performance. Inbodied Interaction therefore relies on knowledge of our physiology/neurology/kinesiology etc, to blend with HCI methodology. Recent, Inbodied Interaction workshops and summer schools, have been designed to share models of these processes to accelerate access to these areas of specialisation for HCI researchers. As such this one-day-hands-on-studio presents an extension of this work - an Inbodied interaction framework - to (1) make inbodied sciences accessible and (2) usable for HCI practitioners when it comes to crafting experiences, whether for health, performance or play. Our framework also offers a design alternative to cyborging futures that seek to augment human performance, Inbodied Interaction seeks to help discover and optimise human potential. As such, in this studio, we will explore where inbodied interaction fits in the narrative of our future bodies. Josh Andres, m. c. schraefel, Rakesh Patibanda, Florian 'Floyd' Mueller |
TEI | 1 |
| 2020 | Towards Designing Bodily Integrated PlayabstractThere is an increasing trend in utilizing interactive technology for bodily integrations, such as additional limbs and ingestibles. Prior work on bodily integrated systems mostly examined them from a productivity perspective. In this article, we suggest examining this trend also from an experiential, playful perspective, as we believe that these systems offer novel opportunities to engage the human body through play. Hence, we propose that there is an opportunity to design "bodily integrated play". By relating to our own and other's work, we present an initial set of design strategies for bodily integrated play, aiming to inform designers on how they can engage with such systems to facilitate playful experiences, so that ultimately, people will profit from bodily play's many physical and mental wellbeing benefits even in a future where machine and human converge. Florian 'Floyd' Mueller, Tuomas Kari, Zhuying Li 0001, Yan Wang 0057, Yash Dhanpal Mehta, Josh Andres, Jonathan Marquez, Rakesh Patibanda |
TEI | 6 |
| 2020 | "Erfahrung & Erlebnis": Understanding the Bodily Play Experience through German LexiconabstractBodily play systems are becoming increasingly prevalent, with research aiming to understand the associated player experience. We argue that a more nuanced lexicon describing "bodily play experience" can be beneficial to drive the field forward. We provide game designers with two German words to communicate two different aspects of experience: "Erfahrung", referring to experience where one is actively engaged in and gains knowledge from; and "Erlebnis", referring to a tacit experience often translated as "lived experience". We use these words to articulate a suite of design strategies for bodily play experiences by referring to past design work. We conclude by discussing these two aspects of experience in conjunction with two previously established perspectives on the human body. We believe this more nuanced lexicon can provide a clearer understanding for designers about bodily play allowing them to guide players in gaining the many benefits from such experiences. Florian 'Floyd' Mueller, Louise Petersen Matjeka, Yan Wang 0057, Josh Andres, Zhuying Li 0001, Jonathan Marquez, Bob Jarvis, Sebastiaan Pijnappel, Rakesh Patibanda, Rohit Ashok Khot |
TEI | 4 |
| 2019 | "Co-riding With My eBike to Get Green Lights"abstractResearchers are increasingly exploring interactive technology supporting human-system partnership in an exertion context, such as cycling. So far, most investigations have supported the rider cognitively, by the system "sensing and presenting" information to assist the rider to make informed decisions. In contrast, we propose systems that promote user-system co-operation, by "sensing and acting" on information to assist the rider, not only "cognitively" but also "physically", with the aim of facilitating user-system co-operation in an exertion context. Our prototype, "Ari", is a novel augmented eBike designed to facilitate user-system co-operation, where the information that each party can sense is used in regulating the speed to cross all traffic lights on green. A study with 20 bike riders resulted in five themes and six design tactics to further the design of interactive systems at the intersection of human-computer integration in an exertion context, thereby facilitating user-system co-operation to augment the exertion experience. Josh Andres, Tuomas Kari, Jürg von Känel, Florian 'Floyd' Mueller |
Conference on Designing Interactive Systems | 1 |
| 2019 | Towards a Predictive Patent Analytics and Evaluation Platform
Nebula Alam, Khoi-Nguyen Tran, Sue Ann Chen, John Wagner, Josh Andres, Mukesh K. Mohania |
ECML/PKDD (3) | 5 |
| 2018 | Experiencing the Body as PlayabstractGames research in HCI is continually interested in the human body. However, recent work suggests that the field has only begun to understand how to design bodily games. We propose that the games research field is advancing from playing with digital content using a keyboard, to using bodies to play with digital content, towards a future where we experience our bodies as digital play. To guide designers interested in supporting players to experience their bodies as play, we present two phenomenological perspectives on the human body (Körper and Leib) and articulate a suite of design tactics using our own and other people's work. We hope with this paper, we are able to help designers embrace the point that we both "have" a body and "are" a body, thereby aiding the facilitation of the many benefits of engaging the human body through games and play, and ultimately contributing to a more humanized technological future. Florian 'Floyd' Mueller, Richard Byrne 0001, Josh Andres, Rakesh Patibanda |
CHI | 3 |
| 2016 | Fantibles: Capturing Cricket Fan's Story in 3DabstractSports fans are increasingly using social media platforms like Twitter to express emotions and share their opinions while watching sports on TV. These commentaries describe a intense subjective experience of a fan watching a sport passionately. We see an opportunity to attend to these nostalgic moments by capturing them into a physical form. We present, Fantibles, personalized sports memorabilia that highlights an individual's commentary about sports on Twitter along with the uniqueness of each sports match. As a first case study, we investigate Fantibles for one popular sport, Cricket. We report insights from field deployments of Fantibles during an ODI Cricket match series between India and Bangladesh and offer reflections on the design in the form of four themes: self-expression, layered sense making, ad-hoc interactions and distributed social interactions. We believe our work opens up new interaction possibilities to support social sports viewing experience and design thinking on creating personalized sports memorabilia. Rohit Ashok Khot, Josh Andres, Jennifer C. Lai, Jürg von Känel, Florian 'Floyd' Mueller |
Conference on Designing Interactive Systems | 2 |